Comlink – June 30, 2006

As many know, we're in the process of completing implementation on the Jedi and Bounty Hunter trees in the Profession Expertise system for Chapter 2. The designers responsible for these new trees are Hanse for the Jedi trees and Tunso for the Bounty Hunter trees. In this Com-link, I am going to offer a brief overview of the Expertise system and then offer very specific details on how this new system will affect the Jedi profession.

What is the Expertise System?

Before I get into the specific trees, I want to explain the goals of the Expertise system and how it works. The overall goal of the system is to offer new and exciting choices for players to make about the development of their characters. These choices provide diversity between characters of the same profession and give the player an additional goal when leveling.

At level 10, a player earns five Expertise points and then earns 1 point every two levels up to a maximum of forty-five points at level 90. In Chapter 2, only Jedi and Bounty Hunter characters will be able to allocate these points or even see the Expertise interface. We will introduce the expertise system to two professions per Chapter after that.

Once a player reaches level 10, they can activate the Expertise interface (it will appear on the Main Menu) and begin allocating their points over the two trees available to their profession. Eventually, a third tree will be introduced that specifically offers choices regarding the Galactic Civil War and Player-versus-Player specific enhancements, but that will be introduced after we introduce the Expertise system for all nine professions.

Allocating Expertise points will do one of two things. They will either modify an existing ability, such as increasing damage done, or they will unlock new abilities or series of abilities.

Players can allocate the points they have earned and even experiment with different choices in the interface without permanently committing with every point. Once they're satisfied with their allocation, they can choose to accept those choices. Once accepted these choices can only be undone for a fee through a re-spec at the appropriate NPC.

The Jedi Expertise Trees

There has been quite a bit of interest over what this system means for the Jedi since they have already received one set of enhancements in the recent past (Publish 27). In previous discussions, it was stated that the expertise additions would not impact existing Jedi abilities.

During the initial design and balance phase of their trees, we realized that it would be better to evaluate all the Jedi abilities and look at how we could use the expertise system to really flesh out the choices that a Jedi player could make. Doing this, in addition to adding some cool and powerful new abilities, was the best solution for maintaining the balance between professions and ensuring that the Jedi have really cool Expertise trees to use.

The two Jedi trees are General and Path. The General tree provides a variety of choices designed to enhance aspects that all Jedi would share. The Path tree provides choices between the Light and Dark side that give appropriately themed enhancements.

Expertise Tree Key/Legend

Key/Legend Notes:

The Expertise tree graphics below are concept pieces used to construct the trees and not representative of actual in-game art.

Specific numbers mentioned in the tree summaries are apt to change as we iterate and test the data over the weeks leading up to the scheduled update.

+6% Action for the party is regenerated per 1s of meditation up to 10s

1

6%

4 points in Cautious Nature; 8 points in Path

Light

9

18

4

Force Clarity

+2% Chance for a second strike with a Lightsaber

1

2%

2 points in Reactive Response; 12 points in Path

Light

13

26

4

Hermetic Touch

Cure/Immunity to Disease/Poison/Fire/Bleed for Self Heals

1

-

2 points in Increased Metabolism; 12 points in Path

Light

13

26

5

Lasting Aura

Self Heal immunity duration increase

2

3s / point

1 point in Hermetic Touch; 16 points in Path

Light

17

34

5

Anticipate Aggression

Half of Reactive Response damage is converted to action

1

6%

2 points in Reactive Response; 16 points in Path

Light

17

34

Light Points: 20

3

Cloud Minds

Mind Trick Ability

1

-

3 points in Improved Mind Trick; 10 points in Path

Neutral

9

18

4

Expansive Trickery

Increase Cloud Minds effect radius

3

2 meters /point

1 point in Cloud Minds; 12 points in Path

Neutral

13

26

5

Lethargy

Add persistent de-aggro to Mind Trick/Cloud Minds

4

2s / point

3 points in Expansive Trickery; 16 points in Path

Neutral

17

34

Neutral Points: 8

Total Points: 48

Existing Jedi and the impact of Expertise

What this means is that some abilities (or portions of abilities) have been moved into the Expertise tree and will require points to acquire. To help alleviate any initial confusion, Jedi will have their initial Expertise points allocated (based on their level) when they first enter the game after Chapter 2. This initial allocation mimics as closely as possible retaining any abilities (or changes) that have been impacted by the Expertise system. It is important to note that this default allocation also includes Expertise that enhance Jedi in addition to retaining pre-existing abilities that are affected, as some of these newer Expertise are pre-requisites for the changes.

If a player would prefer to allocate their Expertise points instead of using the default allocation, they can visit the nearest respec NPC and request that the default allocation be removed and the points restored.

At level 90, a Jedi will retain all pre-existing abilities and have enhancements new to the Expertise system with the default allocation. However in some circumstances, Jedi below this level may be missing pre-existing functionality even with the default allocation. Listed below are the abilities affected for Jedi, including when they receive the abilities in default allocation and a comparison of when they received this ability pre-publish and post-publish.

Force Throw

Force throw as a ranged-damage ability is still available without point expenditure, but the snare component requires Expertise points to be spent to acquire and is located in the Jedi – General expertise tree.

The default allocation acquires the appropriate Expertise by level 30: Crippling Accuracy (4/4) – Each Expertise point spent grants a 25% chance to snare the target of a Force Throw attack.

This ability was default and available with Force Throw at level 4 previously.

Force Lightning

Force Lightning has been moved into the Jedi – Path expertise tree. Since this includes an ability in the series that was originally present well before level 10, a new ranged damage ability that shares many characteristics with Force Lightning is available at level 7 (and has no upgrades) called Force Spur.

The default allocation acquires the appropriate Expertise at level 20: Dark Lightning (1/1) – Grants the Force Lightning series of abilities; and at level 76: Wracking Energy (1/3) – Adds a snare component to Force Lightning. Each point increases the duration by 2 seconds.

This ability was default and available as Force Bolt at level 7 previously.

Force Choke

This ability was default and available as Grapple at level 38 previously, so the default allocation grants it significantly earlier than pre-Chapter 2.

Force Run

The snare/root immunity component of Force Run has been moved into the Jedi – General expertise tree. Force Run as a movement speed increase remains a default ability.

The default allocation acquires the appropriate Expertise at Level 66: Unstoppable Force (1/1) – Removes any existing snare or root effects and makes the Jedi immune to snare and root effects for the duration of Force Run.

This ability was default and available as Force Run at level 18 previously.

Calming Mind (Force Heal)

The self heal ability series remains default; however, the cure/immunity aspect has been moved into the Jedi – Path tree.

The default allocation acquires the appropriate Expertise at Level 86: Hermetic Touch (1/1) – Removes any Fire, Poison, Disease, or Bleeding effects and makes the Jedi immune to these effects for a small duration after the heal has completed.

The ability was a default series that provided individual effect types (Fire, Poison, Disease, and Bleeding) at different levels along the ability's progression: Poison at level 14 (Calming Mind), Disease at level 34 (Meditate), Bleeding at level 58 (Focus of Life), and Fire at level 82 (Force Regeneration).

Saber Block

Saber Block has been moved into the Jedi – General expertise tree.

The default allocation acquires the appropriate Expertise at Level 48: Saber Block (1/1) – Activated ability that blocks incoming attacks 20% of the time for the duration of the ability ; and at Level 54: Improved Saber Block (3/3) – Increase the Saber Block percent chance by 20% per additional point spent, up to a total +60% to block (80% total).

This was default as Saber Block at level 34 with a 75% chance of blocking incoming attacks.

Force Cloak

Force Cloak has been moved into the Jedi – General expertise tree.

The default allocation acquires the appropriate Expertise at Level 56: Force Cloak (1/1) – Grants the Jedi invisibility with limited movement for a brief duration. However, this does not break combat with NPCs; and at Level 58: Improved Force Cloak (1/1) – Allows Force Cloak to break combat with NPCs.

The Future

I hope this information has been helpful in better understanding why we're making these specific changes for Jedi in the Expertise system. Our goal is to provide more choices (and meaningful) to the Jedi player without unbalancing the profession with others as they would be with Expertise trees.

Stay tuned for the next com-link where we will detail the Bounty Hunter Expertise trees.

Sorry, meant to be sad about not being third- my original post. Changes looks awesome - just a couple more points would be great though (55 maybe) Saber Block should be a default ability though, all Jedi have that ability.

Are you kidding me? You are putting expertise for two professions in... Where's the BH info????

"Hokey religions and ancient weapons are no match for a good blaster at your side..."################################################################################################################################################################################################################}} Ramsey Lanclo####################################################}} Scoundrel for Life####################################################}} Captain of the Chicanery####################################################}}####################################################}}"Quiet, Jedi...####################################################}}Grown-ups are talking."############################################################################################################################################################